Selection of video template based on computer simulation metadata

ABSTRACT

Computer game metadata is used to select a video template for delivery to a user to populate the template with a video of the player or the game. Each template can be associated with its own unique text, audio, overlays, and the like, in other words, its own style, which depends on the metadata collected during the course of game play.

FIELD

The application relates generally to selecting video templates based oncomputer simulation metadata.

BACKGROUND

Computer simulations such as computer games frequently generate metadataduring game play. The metadata describes what is happening in the game,e.g., weapons used, ammunition remaining, what actions the characterstake, audio, video aspects, etc.

SUMMARY

As understood herein, metadata from a computer game may be used toselect a video template for a gamer that the gamer can use to generate avideo. Each template can be associated with its own unique text, audio,overlays, and the like, in other words, its own style, which depends onthe metadata collected during the course of game play.

Accordingly, in one aspect a device includes at least one processorprogrammed with instructions to identify metadata generated by play of acomputer game, and based at least in part on the metadata, identify avideo template for provision to a user device. The video templateincludes at least a first template portion.

The first template portion may be text, or an overlay, or audio, or awidget, for example.

In example implementations the video template is a first video templateand the metadata is first metadata, and the instructions may beexecutable to identify second metadata generated by play of a computergame. The instructions can be executable to, based at least in part onthe second metadata, identify a second video template for provision to auser device. The second video template includes at least a secondtemplate portion different from the first template portion.

In example implementations the instructions can be executable to receiveinput, and responsive to the input, tune video templates based onmetadata. If desired, the instructions may be executable toautomatically generate a video for presentation in the video template.Or, the instructions may be executable to receive input from a useridentifying video and combine the video into the video template. Thevideo template may be identified at least in part using a machinelearning algorithm.

In another aspect, a device includes at least one processor programmedwith instructions to identify at least one video clip of a game playvideo and use at least one video template received from a system serverto present the video clip.

In another aspect, a method includes using computer game metadata toselect a video template for delivery to a user to populate the templatewith a video of the player or the game. The method also includesassociating each template with its own unique style, which depends onthe metadata collected during game play.

The details of the present application, both as to its structure andoperation, can best be understood in reference to the accompanyingdrawings, in which like reference numerals refer to like parts, and inwhich:

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an example system including an example inaccordance with present principles;

FIG. 2 is a block diagram of an example computer game system;

FIG. 3 illustrates an example video template;

FIG. 4 is a block diagram of a video template server and game metadatarepository;

FIGS. 5-7 illustrate example logic in example flow chart formatconsistent with present principles;

FIGS. 8 and 9 are screen shots illustrating example video templates;

FIGS. 10 and 11 illustrate example video templates;

FIG. 12 illustrates example logic in example flow chart formatconsistent with present principles;

FIGS. 13-15 are screen shots of example user interfaces (UI) consistentwith present principles;

FIG. 16 illustrates example logic in example flow chart formatconsistent with present principles;

FIG. 17 illustrates and example video clip;

FIG. 18 is a screen shot of an example UI consistent with presentprinciples;

FIG. 19 illustrates example logic in example flow chart formatconsistent with present principles;

FIGS. 20-22 are screen shots of example user interfaces (UI) consistentwith present principles;

FIG. 23 is a screen shot of an example mobile device UI for editing;

FIGS. 24 and 25 illustrate example logic in example flow chart formatconsistent with present principles; and

FIG. 26 is a screen shot of an example UI consistent with presentprinciples;

DETAILED DESCRIPTION

This disclosure relates generally to computer ecosystems includingaspects of consumer electronics (CE) device networks such as but notlimited to computer game networks. A system herein may include serverand client components which may be connected over a network such thatdata may be exchanged between the client and server components. Theclient components may include one or more computing devices includinggame consoles such as Sony PlayStation® or a game console made byMicrosoft or Nintendo or other manufacturer, virtual reality (VR)headsets, augmented reality (AR) headsets, portable televisions (e.g.smart TVs, Internet-enabled TVs), portable computers such as laptops andtablet computers, and other mobile devices including smart phones andadditional examples discussed below. These client devices may operatewith a variety of operating environments. For example, some of theclient computers may employ, as examples, Linux operating systems,operating systems from Microsoft, or a Unix operating system, oroperating systems produced by Apple, Inc., or Google. These operatingenvironments may be used to execute one or more browsing programs, suchas a browser made by Microsoft or Google or Mozilla or other browserprogram that can access websites hosted by the Internet serversdiscussed below. Also, an operating environment according to presentprinciples may be used to execute one or more computer game programs.

Servers and/or gateways may include one or more processors executinginstructions that configure the servers to receive and transmit dataover a network such as the Internet. Or, a client and server can beconnected over a local intranet or a virtual private network. A serveror controller may be instantiated by a game console such as a SonyPlayStation®, a personal computer, etc.

Information may be exchanged over a network between the clients andservers. To this end and for security, servers and/or clients caninclude firewalls, load balancers, temporary storages, and proxies, andother network infrastructure for reliability and security. One or moreservers may form an apparatus that implement methods of providing asecure community such as an online social website to network members.

A processor may be a single- or multi-chip processor that can executelogic by means of various lines such as address lines, data lines, andcontrol lines and registers and shift registers.

Components included in one embodiment can be used in other embodimentsin any appropriate combination. For example, any of the variouscomponents described herein and/or depicted in the Figures may becombined, interchanged, or excluded from other embodiments.

“A system having at least one of A, B, and C” (likewise “a system havingat least one of A, B, or C” and “a system having at least one of A, B,C”) includes systems that have A alone, B alone, C alone, A and Btogether, A and C together, B and C together, and/or A, B, and Ctogether, etc.

Now specifically referring to FIG. 1 , an example system 10 is shown,which may include one or more of the example devices mentioned above anddescribed further below in accordance with present principles. The firstof the example devices included in the system 10 is a consumerelectronics (CE) device such as an audio video device (AVD) 12 such asbut not limited to an Internet-enabled TV with a TV tuner (equivalently,set top box controlling a TV). The AVD 12 alternatively may also be acomputerized Internet enabled (“smart”) telephone, a tablet computer, anotebook computer, a HMD, a wearable computerized device, a computerizedInternet-enabled music player, computerized Internet-enabled headphones, a computerized Internet-enabled implantable device such as animplantable skin device, etc. Regardless, it is to be understood thatthe AVD 12 is configured to undertake present principles (e.g.,communicate with other CE devices to undertake present principles,execute the logic described herein, and perform any other functionsand/or operations described herein).

Accordingly, to undertake such principles the AVD 12 can be establishedby some or all of the components shown in FIG. 1 . For example, the AVD12 can include one or more displays 14 that may be implemented by a highdefinition or ultra-high definition “4K” or higher flat screen and thatmay be touch-enabled for receiving user input signals via touches on thedisplay. The AVD 12 may include one or more speakers 16 for outputtingaudio in accordance with present principles, and at least one additionalinput device 18 such as an audio receiver/microphone for enteringaudible commands to the AVD 12 to control the AVD 12. The example AVD 12may also include one or more network interfaces 20 for communicationover at least one network 22 such as the Internet, an WAN, an LAN, etc.under control of one or more processors 24. A graphics processor 24A mayalso be included. Thus, the interface 20 may be, without limitation, aWi-Fi transceiver, which is an example of a wireless computer networkinterface, such as but not limited to a mesh network transceiver. It isto be understood that the processor 24 controls the AVD 12 to undertakepresent principles, including the other elements of the AVD 12 describedherein such as controlling the display 14 to present images thereon andreceiving input therefrom. Furthermore, note the network interface 20may be a wired or wireless modem or router, or other appropriateinterface such as a wireless telephony transceiver, or Wi-Fi transceiveras mentioned above, etc.

In addition to the foregoing, the AVD 12 may also include one or moreinput ports 26 such as a high definition multimedia interface (HDMI)port or a USB port to physically connect to another CE device and/or aheadphone port to connect headphones to the AVD 12 for presentation ofaudio from the AVD 12 to a user through the headphones. For example, theinput port 26 may be connected via wire or wirelessly to a cable orsatellite source 26 a of audio video content. Thus, the source 26 a maybe a separate or integrated set top box, or a satellite receiver. Or,the source 26 a may be a game console or disk player containing content.The source 26 a when implemented as a game console may include some orall of the components described below in relation to the CE device 44.

The AVD 12 may further include one or more computer memories 28 such asdisk-based or solid state storage that are not transitory signals, insome cases embodied in the chassis of the AVD as standalone devices oras a personal video recording device (PVR) or video disk player eitherinternal or external to the chassis of the AVD for playing back AVprograms or as removable memory media. Also in some embodiments, the AVD12 can include a position or location receiver such as but not limitedto a cellphone receiver, GPS receiver and/or altimeter 30 that isconfigured to receive geographic position information from a satelliteor cellphone base station and provide the information to the processor24 and/or determine an altitude at which the AVD 12 is disposed inconjunction with the processor 24. The component 30 may also beimplemented by an inertial measurement unit (IMU) that typicallyincludes a combination of accelerometers, gyroscopes, and magnetometersto determine the location and orientation of the AVD 12 in threedimensions.

Continuing the description of the AVD 12, in some embodiments the AVD 12may include one or more cameras 32 that may be a thermal imaging camera,a digital camera such as a webcam, and/or a camera integrated into theAVD 12 and controllable by the processor 24 to gather pictures/imagesand/or video in accordance with present principles. Also included on theAVD 12 may be a Bluetooth transceiver 34 and other Near FieldCommunication (NFC) element 36 for communication with other devicesusing Bluetooth and/or NFC technology, respectively. An example NFCelement can be a radio frequency identification (RFID) element.

Further still, the AVD 12 may include one or more auxiliary sensors 37(e.g., a motion sensor such as an accelerometer, gyroscope, cyclometer,or a magnetic sensor, an infrared (IR) sensor, an optical sensor, aspeed and/or cadence sensor, a gesture sensor (e.g. for sensing gesturecommand), etc.) providing input to the processor 24. The AVD 12 mayinclude an over-the-air TV broadcast port 38 for receiving OTA TVbroadcasts providing input to the processor 24. In addition to theforegoing, it is noted that the AVD 12 may also include an infrared (IR)transmitter and/or IR receiver and/or IR transceiver 42 such as an IRdata association (IRDA) device. A battery (not shown) may be providedfor powering the AVD 12, as may be a kinetic energy harvester that mayturn kinetic energy into power to charge the battery and/or power theAVD 12.

Still referring to FIG. 1 , in addition to the AVD 12, the system 10 mayinclude one or more other CE device types. In one example, a first CEdevice 44 may be a computer game console that can be used to sendcomputer game audio and video to the AVD 12 via commands sent directlyto the AVD 12 and/or through the below-described server while a secondCE device 46 may include similar components as the first CE device 44.In the example shown, the second CE device 46 may be configured as acomputer game controller manipulated by a player or a head-mounteddisplay (HMD) worn by a player 47. In the example shown, only two CEdevices 44, 46 are shown, it being understood that fewer or greaterdevices may be used. A CE device herein may implement some or all of thecomponents shown for the AVD 12. Any of the components shown in thefollowing figures may incorporate some or all of the components shown inthe case of the AVD 12.

Now in reference to the afore-mentioned at least one server 50, itincludes at least one server processor 52, at least one tangiblecomputer readable storage medium 54 such as disk-based or solid statestorage, and at least one network interface 56 that, under control ofthe server processor 52, allows for communication with the other devicesof FIG. 1 over the network 22, and indeed may facilitate communicationbetween servers and client devices in accordance with presentprinciples. Note that the network interface 56 may be, e.g., a wired orwireless modem or router, Wi-Fi transceiver, or other appropriateinterface such as, e.g., a wireless telephony transceiver.

Accordingly, in some embodiments the server 50 may be an Internet serveror an entire server “farm”, and may include and perform “cloud”functions such that the devices of the system 10 may access a “cloud”environment via the server 50 in example embodiments for, e.g., networkgaming applications. Or, the server 50 may be implemented by one or moregame consoles or other computers in the same room as the other devicesshown in FIG. 1 or nearby.

FIG. 2 illustrates an example computer simulation console 200 such as aSony PlayStation® brand console that provides computer game video andaudio for presentation on a display device 202 under control of one ormore game controllers 204. In addition, or alternatively the computergame video may be provided by one or more network servers 206 undercontrol of, e.g., the controller 204. A clip 208 of the game video(“gameplay”) presented on the display 202 may be recorded for the user'suse as described further herein. Likewise, a clip 210 of, for example,the user in his role as player or gamer may be generated by a camera 212that may be part of the console 200, simulation controller 204, or otherdevice.

FIG. 3 illustrates a video template 300 to facilitate a simple interfaceto create short form videos (for example, up to sixty minutes buttypically shorter, e.g., fifteen seconds) such as the clips 208, 210shown in FIG. 2 . As recognized herein, such clips are perfect formessages and quick consumption. The template 300 provides a way tocreate short form, easy-to-edit, viral videos. The template 300 may bedelivered via a custom online service.

As shown in FIG. 3 , the template 300 includes a region 302 with whichthe video clip itself may be associated, along with added effects. Theseeffects can include one or more graphics overlays 304 which may beseparate from the region 302 or overlaid onto the region 302, as wellsas text 306, music 308, and filters 310 to quickly make a video clipthat is ready to share. A template 300 may also be characterized by acolor scheme 213 and may include active elements 314 such as selectorbuttons and the like that can be selected to surface information, suchas game data (e.g., weapon load). An active element 314 may beestablished by a hyperlink to a web page containing the data, which maylist additional data to “surface” it.

The template 300 may reflect a current internet meme or trend that agame designer can create and post on, e.g., the server 206 shown in FIG.2 or the clip server discussed further herein. Players can connect tothe server and pull down any new template. Templates can be seasonal ortemporal in nature, so people can only use them while they areavailable.

As discussed in detail herein, templates 300 may be provided based ongame metadata. That is, depending on the metadata describing game play,a particular template from a group of templates may be provided to theplayer for purposes of making a clip. FIG. 4 illustrates further.

A video template server 400 may include multiple templates 402. A datastore may establish a game metadata repository 404. User devices 406(such as computer game components) may provide gameplay metadata to therepository and receive one or more templates 402 based on the metadata.

FIG. 5 illustrates the logic discussed above, which may be executed byany of the computing devices described herein. Commencing at block 500,during game play metadata is collected. The metadata is generated duringgame play by the actions players take, and the metadata indicates thoseactions as well as automated game action such as backgroundpresentation. For example, the metadata typically describes time andnature of weapon use and the outcome (hit or miss), as well asbackground information such as color scheme. The metadata may alsoindicate player scores and other statistics such as progress inimproving game play. Metadata also can include score over time andwhether a player wins by coming from behind, wins being in the lead theentire game, “boss kills” (i.e., success against formidable players),etc. These are non-limiting examples of information that game playmetadata can carry.

Proceeding to block 502, the game metadata is correlated to videotemplate types. Thus, for example, a first set of metadata (indicating aquiet game for example being played by unskilled players) may becorrelated to a first template type or style while a second set ofmetadata (indicating a violent game for example being played by skilledplayers) may be correlated to a second template type or style. The firsttemplate type may include soothing audio, encouraging text, one or moretunable widgets (described further below), and cool-colored graphicsoverall with which a video clip can be generated using video from thegame play whereas the second template type may include frenetic audio,exhorting text, widgets, and hot-colored graphics overall with which thevideo clip can be generated. The user selects a clip and in returnreceives a particular template to construct a consolidated clipincluding audio, overlays, text, etc. Examples of specific templatestyles include a joke template or a stylized rivalry style.

Block 504 indicates that videos of the game play (and/or the user) alsoare collected and correlated with the metadata. Clips of the game playsuch as exciting periods of the play are derived from these videos.Thus, metadata generated as the video is generated is saved, so userscan associate the metadata with video. Users may be informed that theycan create videos using the template(s) for sharing either in the gamesystem only or general public sharing over the Internet. Theabove-mentioned overlays thus may be URLs or links through a game systemclient app running on a mobile device or game console.

The above correlation of metadata to template type or style may be donemanually by game developers. FIGS. 6 and 7 illustrate an alternatemethod for correlating metadata to template type or style using machinelearning (ML) engines, including neural networks. Commencing at block600 in FIG. 6 , ground truth sets of metadata are input to the MLengine. Block 602 indicates that an accompanying ground truth templatefor each metadata set also is input to the ML engine, which trains onthe ground truth at block 604.

During game play, at block 700 in FIG. 7 game metadata is collected asit is generated. Moving to block 702, the ML engine correlates themetadata to a template. As indicated above, the correlation may also bedone manually. The template is then made available to the user/player atblock 704, who uses it by selecting a video clip of the game play atblock 706 to be presented in the template.

FIG. 8 illustrates a user interface that may be presented on a display800 such as any display described herein for automatically generating avideo clip using a video template selected as described above. Gameaction 802 is presented along with a video template 804 that has beenidentified based on the metadata generated during game play. A videoclip 806 has been automatically selected based on selection criteria andpresented using the template 804 as shown. The player may be prompted toselect at 808 to save the entire clip or may select at 810 to save onlythe most 15 seconds of the clip or may select other segments to save.Non-limiting selection criteria may include: a video of the entire gameplay, a video of the most action-packed sequence as indicated by, e.g.,motion vectors or histogram analysis, a video of the segment duringwhich boss kills occurred, a video of sequences in which high amounts ofweapons discharged occurred, etc.

FIG. 9 illustrates a UI that may be presented on a display 900 to allowa user to select the clip of game play 902 to be presented using a videotemplate 904. The UI may include a filed 906 into which a user can entera title and one or more selectors 908 to identify what part of the gameplay video to use for the clip in the template 904. The selectors may,without limitation, include “show what just happened”, “show the last Nminutes”, etc.

The user also may be prompted at 910 to identify whether he wants toshare the video clip and may be presented with selectors 912 identifyingwho he wants to share the clip with, e.g., “all players in system”,specific users, etc.

FIG. 10 illustrates further principles contemplated herein. A videotemplate user interface (UI) 1000 is presented on a display 1002 such asany of the displays described herein. A first selector 1004 may bepresented to enable the user to command the executing processor to showmore clips that are similar to a last-selected clip. A second selector1006 may be presented to enable the user to command the executingprocessor to show more clips that are dissimilar to the last-selectedclip.

A widget 1008 may be presented allowing the user to select to presentvarious metadata. For example, in the embodiment shown the widget 1008may allow the user to select to present, along with the video clip, anaction summary, a weapons load out, a number of boss kills, etc. tothereby “surface” parts of the metadata with which the video template isassociated.

Additionally, a tuning widget 1010, in the example shown, a slider, canbe presented and manipulated by the user to select to tune the range ofcontrol associated with the metadata, e.g., for the entire game play oronly in the current scene. The user can move the slider from left toright to increase the range of control. The tuning can include searchingfor similar clips as indicated by metadata, shorten or lengthen theclip, increase or decrease the intensity of action used to select aclip, and increase or decrease the association between the templatefeatures and the metadata. In this last regard, selecting to decreasethe association between the template features and the metadata canresult in delivery of a template that is more generic while selecting toincrease the association between the template features and the metadatacan result in delivery of a template that is more tightly tied to theparticular game play action.

FIG. 11 illustrates a UI 1100 that may be presented on a display 1102such as any display described herein to enable a game spectator to tunewhat is viewed from the spectator side. The UI 1100 may include aselector 1104 to enable the spectator to have more or less video similarto the current action shown. A widget 1106 may be presented to allow thespectator to surface metadata associated with the game being spectated,such as weapon use, etc. A like selector 1108 may be presented to allowthe spectator to indicate whether the game is liked, with a signal beingprovided to, e.g., a game server indicating a like (or dislike). Also, atuner 1110 may be presented to enable the spectator to tune metadata asdescribed above in reference to FIG. 10 .

FIG. 12 illustrates further principles for building a sharing communityby promoting the community and good community behavior such as liking,promoting other content creators, and participating in communitychallenges. Commencing at block 1200, good community members can beoffered “Gold” status that they can give out to other creators of goodvideos. User accepting Gold status may be remunerated at block 1202 orequivalently may pay for gold status at block 1202 to be conferred goldstatus at block 1204. Block 1206 indicates that by purchasing asubscription to the “Gold” status, videos of the Gold user can bepromoted in the game system to get more attention and be given as a giftto other creators.

FIG. 13 illustrates. A UI 1300 is presented on a display 1302 such asany display described herein to enable a user to select at 1304 tobrowse videos of a Gold user Mo. The user can select to like or dislikethe gold user or the associated videos using a selector 1306. The usermay be presented lists 1308, 1310 to browse the Gold user's videos bytopic or game title.

In FIG. 13 the user has selected to browse Mo's videos by topic #2. Thiscan bring up a UI 1400 as shown in FIG. 14 listing by author and titleMo's videos in topic #2. The user can select one of the videos to viewit.

FIG. 15 illustrates a video template UI 1500 that can be presented on adisplay 1502 such as any display described herein to enable a user towatch videos created by other users and upvote the ones that are liked.Accordingly, the UI 1500 may include a prompt 1504 to view anotheruser's video on weapon load out, in this case, user “J”. The UI 1500 mayinclude a list 1506 with entries that can be selected to surface dataindicated in the list. A like selector 1508 may be provided to enable auser to indicate whether the video is liked.

Accordingly, the preceding figures disclose a method of watching videosby browsing channels by topic or game. A method for watching video clipscan be a continuous stream of videos that can be quickly watched orskipped, with highest rated content or curated content being shown morethan other content. Game play data can be overlaid on top of the videoto enhance the experience.

FIG. 16 illustrates that user and spectator indications of “like” and“dislike” can be received at block 1600 and used at block 1602 to modifyvideo clip templates and/or to create new templates. Thus, withfeedback, player preferences can be learned, and templates changedaccordingly. For example, if feedback indicates that users like longrange kills, such kills are subsequently search out for and templatesaccordingly made or modified.

Present principles further understand that it may be interesting toincorporate opponent view video in a player's video clip, and that auser should be given the opportunity to share (opt in) his videos withopponents by, e.g., uploading his game play videos to the cloud tofacilitate subsequent manual editing by other (more expert) users orgeneration of automatic video recap using all views. FIG. 17illustrates.

A game play video clip 1700 is shown in FIG. 17 with multiple segments.A first segment 1702 includes a short clip from the user's recorded gameplay, e.g., from time 1 to time 2. A second segment 1704 immediatelytemporally following the first segment 1702 includes a short clip fromthe recorded game play of the user's opponent, e.g., from time 2 to time3. A third segment 1706 immediately temporally following the secondsegment 1704 includes a short clip from the recorded game play of theuser, e.g., from time 3 to time 4.

FIG. 18 illustrates a UI 1800 that can be presented on a display 1802such as any display described herein to generate the clip 1700 shown inFIG. 17 . The UI 1800 can include a manual edit selector 1804 to allowmanual editing of game play video to generate a clip. The UI 1800 alsomay include a selector 1806 to allow a user to limit editing to onlyhimself.

Additionally, the UI 1800 may include an auto recap selector 1808 toallow a user to select to have the associated processor automaticallyconstruct a video clip from portions of game play video. The UI 1800also may include a manual edit selector 1810 indicating that anotheruser (in the example shown, user A) has the right to edit the selectinguser's game play video to generate the clip 1700 shown in FIG. 17 .

FIG. 19 illustrates generating a clip such as the clip 1700 in FIG. 17automatically by recapping the game play. Commencing at block 1900 thevarious views are identified in the game. The views may include a userview, a view of one or more opponents of the user, and a view of one ormore spectators of the game.

Proceeding to block 1902, clips are identified in each view that are tobe used to generate the overall clip 1700 in FIG. 17 . Thisidentification may be done by a ML engine trained using ground truthsets of “interesting” clips, or by selecting the “N” clips with thehighest number of like generated during recording of the clip, or usingheuristic correlation rules, e.g., select all clips with boss kills,select all clips with weapons discharges, etc. The overall video clip1700 in FIG. 17 may then be generated at block 1904 using the clipsidentified in block 1902, preferably in seamless temporal sequence.

FIG. 20 illustrates a UI 2000 that can be presented on a display 2002such as any display described herein to manually generate the clip 1700shown in FIG. 17 . In FIG. 20 , a list 2004 in temporal sequence ispresented of segments from the user's game play video that may beselected to be part of the overall clip 1700 in FIG. 17 . Likewise, acorresponding list 2006 in temporal sequence is presented of segmentsfrom the game play video of the opponent of the user that may beselected to be part of the overall clip 1700 in FIG. 17 .

FIG. 21 illustrates a video template UI 2100 that can be presented on adisplay 2102 such as any display described herein. The UI 2100illustrates that a video template widget has been used to surface aparticular element of metadata as described above, in the example shown,a graph 2104 of weapon efficiency over time such as damage per second(DPS) on “bosses”. The graph 2104 can be overlaid on the video clip.Note that interpolation may be used between data points in the graph2104 to fill in holes between frames. A “life meter” also may bepresented in the video template and overlaid on the game play clip.

Data may be streamed to game in a particular a format/data model, andunique codes may be added to tag what is being viewed. Thus, a taggingsystem can be established in which a user/player select from a list oftags when creating/sharing videos to influence where the videos areshown in the video player. For example, a particular video may becreated and tagged as a “Tutorial”. Or, the video may be tagged as a“WeeklyHighlightChallenge”.

FIG. 22 illustrates principles of collaborative editing and mobileediting to edit gameplay videos via the cloud on a mobile device 2200.As described above, users can save their game play video captures to thecloud, i.e., to a system server. Once the videos are in the cloud, amobile version of logic above presents a list 2202 or other datastructure on the mobile device 2200 from which the user pulls/streamscontent from the cloud to allow easy editing on the mobile device 2200.

FIG. 23 illustrates this further. Since the game play video captures aresaved on the cloud and game play data is available from the game systemusers can employ a UI 2300 on the mobile device to find and share videosbased on activities 2302 (in the example shown, “last night's raid”).The selected activity can then be edited using videos from eachperspective of the team members in the “raid” or other activity.

FIG. 23 illustrates further editing features. Masks/avatars can be basedon camera capture or based on audio only. Masks may be used to obscurethe players' faces for their picture in picture video narrations or foruse in quick/funny messages. A mask or avatar may be animated on top ofthe user image from the camera by selecting the selector 2304. Anotherselector 2306 may be selected to animate a character model based on theaudio captured during game play. The audio may be selected from a list2308. Based on the tone, energy levels of the voice recording, and so onthe character model's mouth and expressions (like anger, or laughter)can be animated.

FIG. 24 illustrates further. An audio selection may be received at block2400. The game play video clip to be used is identified at block 2402,and then video cuts may be suggested at block 2404 to match the beat ofthe audio received at block 2400. Beat detection thus defines theoptimal points for editing/cuts. Users can pick their favorite songs foruse in a video montage and then the logic automatically suggests wherethey should place their “cuts” or edits so that the resulting video isoptimally edited to the beat of the music.

FIGS. 25 and 26 illustrate principles related to editing virtual reality(VR) game play video clips. Commencing at block 2500, a VR scene iscaptured from the recorded game play and recreated at block 2502 forediting. A specific scene may be captured, or the entire VR game playvideo may be recreated, and multiple views made available at block 2504to editors. The views are presented on one or more editor devices atblock 2506 for editing consistent with principles described herein.

As shown in FIG. 26 , once in the VR editing mode, editors may select VRviews from a list using a selector 2600. Editors also can add overlaysusing a selector 2602 and objects using a selector 2604 into the sceneat various levels of depth in the scene 2606.

The VR editing mode allows access to the virtual cloud and navigationthrough the clouds of captured game experiences. Editors can zoom backand forth between different “activities” and see multiple views of thatactivity.

It will be appreciated that whilst present principals have beendescribed with reference to some example embodiments, these are notintended to be limiting, and that various alternative arrangements maybe used to implement the subject matter claimed herein.

What is claimed is:
 1. A device comprising: at least one processorprogrammed with instructions to: identify metadata generated by gameplay of a computer game, the metadata comprising two or more of time andnature of weapon use and outcome, color scheme, player scores,statistics, score over time, whether a player wins by coming frombehind, wins being in the lead an entire game, indications of successagainst formidable players; based at least in part on the metadata,identify a video template for provision to a user device, the videotemplate comprising at least a first template portion, such that firstmetadata results in a first video template of a first type beingidentified and second metadata results in a second video template of asecond type being identified, each template being associated with itsown text, audio, and overlay style, which depends on metadata collectedduring the course of game play; identify videos of the game playcorrelated with the metadata, the metadata being generated as the videosare generated; and generate clips of the game play using at least one ofthe first or second video template.
 2. The device of claim 1, whereinthe video template is a first video template and the metadata is firstmetadata, and the instructions are executable to: identify secondmetadata generated by play of a computer game; and based at least inpart on the second metadata, identify the second video template forprovision to a user device, the second video template comprising atleast a second template portion different from the first templateportion.
 3. The device of claim 1, wherein the first template portioncomprises text.
 4. The device of claim 1, wherein the first templateportion comprises an overlay.
 5. The device of claim 1, wherein thefirst template portion comprises audio.
 6. The device of claim 1,wherein the instructions are executable to: receive input; andresponsive to the input, tune video templates based on metadata.
 7. Thedevice of claim 1, wherein the instructions are executable to:automatically generate a video for presentation in the video template.8. The device of claim 1, wherein the instructions are executable to:receive input from a user identifying video; and combine the video intothe video template.
 9. The device of claim 1, wherein the instructionsare executable to: identify the video template at least in part using amachine learning algorithm.
 10. A device, comprising: at least oneprocessor programmed with instructions to: identify at least one videoclip of a game play video; and use at least one video template receivedfrom a system server to present the video clip, the video templatereceived from the system server comprising a region with which a videoclip may be associated, along with added effects comprising one or moregraphics overlays, text, music, filters to quickly make a video clip,the template comprising one or more selectors selectable to surface gamedata comprising one or more of an action summary, a number indicating agame parameter.
 11. The device of claim 10, wherein the instructions areexecutable to: identify the metadata generated by play of a computergame, the play of the computer game being recorded to establish the gameplay video; based at least in part on the metadata, identify the videotemplate for provision to a user device, the video template comprisingat least a first template portion.
 12. The device of claim 11, whereinthe video template is a first video template and the metadata is firstmetadata, and the instructions are executable to: identify secondmetadata generated by play of a computer game; and based at least inpart on the second metadata, identify a second video template forprovision to a user device, the second video template comprising atleast a second template portion different from the first templateportion.
 13. The device of claim 11, wherein the first template portioncomprises a widget operable to surface at least part of the metadata.14. The device of claim 11, wherein the first template portion comprisesan overlay.
 15. The device of claim 11, wherein the first templateportion comprises audio.
 16. The device of claim 11, wherein theinstructions are executable to: receive input; and responsive to theinput, tune video templates based on metadata.
 17. The device of claim11, wherein the instructions are executable to: automatically generate avideo for presentation in the video template.
 18. The device of claim11, wherein the instructions are executable to: receive input from auser identifying video; and combine the video into the video template.19. The device of claim 11, wherein the instructions are executable to:identify the video template at least in part using a machine learningalgorithm.
 20. A method, comprising: using computer game metadata toselect a video template for delivery to a user to populate the templatewith a video of the player or the game, the metadata comprising one ormore of time and nature of weapon use, outcome of weapon use, colorscheme, player scores, progress in improving game play, score over time,whether a player wins by coming from behind, whether a player wins beingin the lead an entire game, success against formidable players;associating each template with its own unique style, which depends onthe metadata collected during game play; wherein a first set of metadataindicating a quiet game is correlated to a first template type or stylewhile a second set of metadata indicating a violent game is correlatedto a second template type or style, the first template type or stylecomprising soothing audio and cool-colored graphics with which thegenerate a first video clip using video from game play generating thefirst set of metadata, the second template type or style comprisingfrenetic audio and hot-colored graphics with which to generate a secondvideo clip using video from game play generating the second set ofmetadata.